My Map Editor is about finished, has everything Gleed2D has except is in GDI+. FYI(for your info) I would have used Gleed2D because it's the only decent map editor currently, but my graphics card didn't support the pixel shader and vertex shaders that XNA use. Great job on Gleed2D however
@FreezingHazard I'm not Gleed2D's developper, I just used it for creating the levels on my Farseer project :) Are you planning on release your map editor public? I'd love to take a look to it.
@Pnikosis Yeah of course fully public. I'm aiming for this editor to be the next big thing, so far the features outweigh Gleed2D and giving it's using Graphics and Bitmap drawing in GDI it can be used on any computer regardless of Graphics Card. Don't get me wrong Gleed2D is one amazing piece of software but I'm capable of designing something that can out do it. I'll tell you what, i'll send you a message when I upload a video for it.
@FreezingHazard The truth is that Gleed2D has falled short for my requirements. So your new editor means very good news, I'll wait for your editor's public release, thanks!
@Pnikosis Okay check this out, since I am taking suggestions and actually trying implement them because I actually do care, just give me a list of suggestions and features and you may see it in the final product.
@Pnikosis It would also really help me out get an idea of what people are using these days in standard map editors. If you want a peek at the map editor so far you can add me on AIM SpecificalBrute.
@budoray Yeah I am going to re-do it in SDL, I found some minor complications resulting in the GDI. My engine is also progressing, it's been redone in SDL and I have built in scripting. So far I can actually run python scripts that modify "any" part of the game, whether it's the engine or adding new content.
I did upload a short video when it was first getting used, however that video is now outdated and I'm writing a script to show working in a new video.
@budoray haha thanks i'm blushing, i'm never gaven credit for anything I do ever. Kinda sad, but oh well.
Also that game engine will be available after I'm finished with it, I plan on releasing it as a binary not source. But people can develop games with it. Like Game Maker but with C# and Python scripting as it's underlying, everything.
I'm also making a game built off the engine. And if it seems I am a bit slow on updates, I'm still working on the engine a LOT.
@budoray & @Pnik You guys mind telling me what properties you'd like to see in the editor? Name Layer(drop down) Image X Y Rotate with refresh button Scale (WH) with refresh button Behavior file Parrallelex Speed So far.
@FreezingHazard What I would really like to see is the ability to select a tile from a tile sheet. With Gleed2D, I'd have to separate the tiles by hand in order to use them. One way would be to have a menu option that allows the user to load a tile sheet, build the desired result, and save the result as a new image. Another approach might be to allow the user to select a source tile from the tile sheet. Perhaps, I want to bundle all my buildings in one sheet, my terrain in another, etc.
@budoray consider it done. I don't get my devs don't implement these simple features, honestly working with tiles is as easy as could be. But when you load in objects with free transform, xy, all that stuff it gets confusing with the dynamic objects. But yeah I will include a tile sheet selector, however placement will be free handed, I'm also including a snap to object feature to help out.
@budoray hey about the other 2 features let me verify, you want to save a map as an image right? And say for instance, you want to save the map as an image with only "layer 1"(example) visible. So you have buildings in one image, scenery in another, backdrop in another right? I can do this I guarantee it. Give me more suggestions I want to build as many as I can fit.
@FreezingHazard Something that will allow the user to continue using existing tile sheets. The image being saved just becomes a new asset to be used in the editor. So, I load a tile sheet in a separate window, build a new image using the sheet, save the image, and use the new image in the editor on any layer I choose.
I have tried to do something similar to what you've done in the video, but I'm running into a problem. I created a "Wall" class that contains height, width, and position variables, and was hoping to create it based on Gleed2D's rectangle primitive. However, the class "item" does not contain a height and width property. obviously you managed to create your "CollisionRectangle" object using the primitive's height and width properties, and my question is, how?
In the level.cs class provided with GLEED2D, there are other types based on the Item type. For example if your item is stored in the variable it, and you know for sure that is a rectangle, you can do the following:
It's pretty simple. I created different classes for each object that could be loaded in the world. When I load the level from GLEED2D's xml file, I check each item, and if it has a property with the name of an existing object, I load the class and put it in the position of the item (each item in GLEED has a position property).
The source files for loading a level are in the same file you download GLEED2D (is a class called level.cs), which is the class I used for my project. In the GLEED2D web you can find tutorials on how to use the level editor (GLEED2D is not a project of mine, I just used it to create my levels). If you have more questions don't hesitate to ask.
Ah, I see. The problem I had was that I was trying to figure out how to use objects in GLEED2D as physics objects.
From what you're saying, what I need to do is use GLEED2D as a way to set "marks" and then use specialty classes to place objects at those "marks." Thanks for the tip!
My Map Editor is about finished, has everything Gleed2D has except is in GDI+. FYI(for your info) I would have used Gleed2D because it's the only decent map editor currently, but my graphics card didn't support the pixel shader and vertex shaders that XNA use. Great job on Gleed2D however
FreezingHazard 1 year ago
@FreezingHazard I'm not Gleed2D's developper, I just used it for creating the levels on my Farseer project :) Are you planning on release your map editor public? I'd love to take a look to it.
Pnikosis 1 year ago
@Pnikosis Yeah of course fully public. I'm aiming for this editor to be the next big thing, so far the features outweigh Gleed2D and giving it's using Graphics and Bitmap drawing in GDI it can be used on any computer regardless of Graphics Card. Don't get me wrong Gleed2D is one amazing piece of software but I'm capable of designing something that can out do it. I'll tell you what, i'll send you a message when I upload a video for it.
FreezingHazard 1 year ago
@FreezingHazard The truth is that Gleed2D has falled short for my requirements. So your new editor means very good news, I'll wait for your editor's public release, thanks!
Pnikosis 1 year ago
@Pnikosis Okay check this out, since I am taking suggestions and actually trying implement them because I actually do care, just give me a list of suggestions and features and you may see it in the final product.
FreezingHazard 1 year ago
@Pnikosis It would also really help me out get an idea of what people are using these days in standard map editors. If you want a peek at the map editor so far you can add me on AIM SpecificalBrute.
FreezingHazard 1 year ago
@FreezingHazard Any updates??
budoray 1 year ago
@budoray Yeah I am going to re-do it in SDL, I found some minor complications resulting in the GDI. My engine is also progressing, it's been redone in SDL and I have built in scripting. So far I can actually run python scripts that modify "any" part of the game, whether it's the engine or adding new content.
I did upload a short video when it was first getting used, however that video is now outdated and I'm writing a script to show working in a new video.
FreezingHazard 1 year ago
@FreezingHazard Gotcha. I just came across the video at dreamincode al Frozin2D. Eagerly waiting to see what you're going to spring on us.
budoray 1 year ago
@budoray haha thanks i'm blushing, i'm never gaven credit for anything I do ever. Kinda sad, but oh well.
Also that game engine will be available after I'm finished with it, I plan on releasing it as a binary not source. But people can develop games with it. Like Game Maker but with C# and Python scripting as it's underlying, everything.
I'm also making a game built off the engine. And if it seems I am a bit slow on updates, I'm still working on the engine a LOT.
FreezingHazard 1 year ago
FreezingHazard 1 year ago
@FreezingHazard What I would really like to see is the ability to select a tile from a tile sheet. With Gleed2D, I'd have to separate the tiles by hand in order to use them. One way would be to have a menu option that allows the user to load a tile sheet, build the desired result, and save the result as a new image. Another approach might be to allow the user to select a source tile from the tile sheet. Perhaps, I want to bundle all my buildings in one sheet, my terrain in another, etc.
budoray 1 year ago
@budoray consider it done. I don't get my devs don't implement these simple features, honestly working with tiles is as easy as could be. But when you load in objects with free transform, xy, all that stuff it gets confusing with the dynamic objects. But yeah I will include a tile sheet selector, however placement will be free handed, I'm also including a snap to object feature to help out.
FreezingHazard 1 year ago
@budoray hey about the other 2 features let me verify, you want to save a map as an image right? And say for instance, you want to save the map as an image with only "layer 1"(example) visible. So you have buildings in one image, scenery in another, backdrop in another right? I can do this I guarantee it. Give me more suggestions I want to build as many as I can fit.
FreezingHazard 1 year ago
@FreezingHazard Something that will allow the user to continue using existing tile sheets. The image being saved just becomes a new asset to be used in the editor. So, I load a tile sheet in a separate window, build a new image using the sheet, save the image, and use the new image in the editor on any layer I choose.
budoray 1 year ago
Hello, I have a question myself!
I have tried to do something similar to what you've done in the video, but I'm running into a problem. I created a "Wall" class that contains height, width, and position variables, and was hoping to create it based on Gleed2D's rectangle primitive. However, the class "item" does not contain a height and width property. obviously you managed to create your "CollisionRectangle" object using the primitive's height and width properties, and my question is, how?
JellyStorage 2 years ago
You have to cast the item as a RectangleItem :)
In the level.cs class provided with GLEED2D, there are other types based on the Item type. For example if your item is stored in the variable it, and you know for sure that is a rectangle, you can do the following:
RectangleItem rect = it as RectangleItem;
Good luck :)
Pnikosis 2 years ago
I managed to find your code on the FarseerPhysics forum and figure it out from there. Thanks a lot! that solved the problem.
JellyStorage 2 years ago
Great to know that, if you have further questions, just ask :)
Pnikosis 2 years ago
Is there any chance to explain how you used the Farseer with GLEED2D? Thanks
RaidenLTx 2 years ago
It's pretty simple. I created different classes for each object that could be loaded in the world. When I load the level from GLEED2D's xml file, I check each item, and if it has a property with the name of an existing object, I load the class and put it in the position of the item (each item in GLEED has a position property).
Pnikosis 2 years ago
Any chance of a tutorial, or at least the source files? Pretty please? ;)
spidertour02 2 years ago
Hi, sorry for the delay on answering.
The source files for loading a level are in the same file you download GLEED2D (is a class called level.cs), which is the class I used for my project. In the GLEED2D web you can find tutorials on how to use the level editor (GLEED2D is not a project of mine, I just used it to create my levels). If you have more questions don't hesitate to ask.
Pnikosis 2 years ago
Ah, I see. The problem I had was that I was trying to figure out how to use objects in GLEED2D as physics objects.
From what you're saying, what I need to do is use GLEED2D as a way to set "marks" and then use specialty classes to place objects at those "marks." Thanks for the tip!
spidertour02 2 years ago
Exactly :)
Pnikosis 2 years ago